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Diffstat (limited to 'source/blender/editors/sculpt_paint/paint_image_proj.c')
-rw-r--r--source/blender/editors/sculpt_paint/paint_image_proj.c28
1 files changed, 14 insertions, 14 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_image_proj.c b/source/blender/editors/sculpt_paint/paint_image_proj.c
index 2e8a8a32ce9..d2714639a56 100644
--- a/source/blender/editors/sculpt_paint/paint_image_proj.c
+++ b/source/blender/editors/sculpt_paint/paint_image_proj.c
@@ -234,14 +234,14 @@ typedef struct ProjPaintState {
int winx, winy; /* from the carea or from the projection render */
/* options for projection painting */
- int do_layer_clone;
- int do_layer_stencil;
- int do_layer_stencil_inv;
-
- short do_occlude; /* Use raytraced occlusion? - ortherwise will paint right through to the back*/
- short do_backfacecull; /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */
- short do_mask_normal; /* mask out pixels based on their normals */
- short do_new_shading_nodes; /* cache BKE_scene_use_new_shading_nodes value */
+ bool do_layer_clone;
+ bool do_layer_stencil;
+ bool do_layer_stencil_inv;
+
+ bool do_occlude; /* Use raytraced occlusion? - ortherwise will paint right through to the back*/
+ bool do_backfacecull; /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */
+ bool do_mask_normal; /* mask out pixels based on their normals */
+ bool do_new_shading_nodes; /* cache BKE_scene_use_new_shading_nodes value */
float normal_angle; /* what angle to mask at*/
float normal_angle_inner;
float normal_angle_range; /* difference between normal_angle and normal_angle_inner, for easy access */
@@ -1846,7 +1846,7 @@ static int float_z_sort(const void *p1, const void *p2)
}
static void project_bucket_clip_face(
- const int is_ortho,
+ const bool is_ortho,
rctf *bucket_bounds,
float *v1coSS, float *v2coSS, float *v3coSS,
float *uv1co, float *uv2co, float *uv3co,
@@ -2210,10 +2210,10 @@ static void project_paint_face_init(const ProjPaintState *ps, const int thread_i
float uv_clip[8][2];
int uv_clip_tot;
- const short is_ortho = ps->is_ortho;
- const short is_clone_other = ((ps->brush->imagepaint_tool == PAINT_TOOL_CLONE) && ps->dm_mtface_clone);
- const short do_backfacecull = ps->do_backfacecull;
- const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
+ const bool is_ortho = ps->is_ortho;
+ const bool is_clone_other = ((ps->brush->imagepaint_tool == PAINT_TOOL_CLONE) && ps->dm_mtface_clone);
+ const bool do_backfacecull = ps->do_backfacecull;
+ const bool do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
vCo[0] = ps->dm_mvert[mf->v1].co;
vCo[1] = ps->dm_mvert[mf->v2].co;
@@ -4244,7 +4244,7 @@ static void project_state_init(bContext *C, Object *ob, ProjPaintState *ps, int
ps->do_new_shading_nodes = BKE_scene_use_new_shading_nodes(scene); /* only cache the value */
if (ps->tool == PAINT_TOOL_CLONE)
- ps->do_layer_clone = (settings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE);
+ ps->do_layer_clone = (settings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) ? 1 : 0;
ps->do_layer_stencil = (settings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_STENCIL) ? 1 : 0;
ps->do_layer_stencil_inv = (settings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) ? 1 : 0;